1 #ifndef SHADER_planeinf_H
2 #define SHADER_planeinf_H
3 static void shader_planeinf_link(void);
4 static void shader_planeinf_register(void);
5 static struct vg_shader _shader_planeinf
= {
7 .link
= shader_planeinf_link
,
10 .orig_file
= "../shaders/standard.vs",
12 "layout (location=0) in vec3 a_co;\n"
13 "layout (location=1) in vec3 a_norm;\n"
14 "layout (location=2) in vec4 a_colour;\n"
15 "layout (location=3) in vec2 a_uv;\n"
20 "uniform mat4x3 uMdl;\n"
29 " gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n"
30 " aColour = a_colour;\n"
32 " aNorm = mat3(uMdl) * a_norm;\n"
38 .orig_file
= "../shaders/planeinf.fs",
43 "out vec4 FragColor;\n"
45 "uniform vec3 uCamera;\n"
46 "uniform vec4 uPlane;\n"
53 "float ray_plane( vec3 pos, vec3 dir, vec4 plane )\n"
55 " float d = dot( plane.xyz, dir );\n"
56 " float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;\n"
62 " float fdist = ray_plane( uCamera, -aNorm, uPlane );\n"
63 " vec3 world_pos = uCamera - aNorm*fdist;\n"
65 " FragColor = vec4(fract(world_pos*0.1),1.0);\n"
70 static GLuint _uniform_planeinf_uPv
;
71 static GLuint _uniform_planeinf_uMdl
;
72 static GLuint _uniform_planeinf_uCamera
;
73 static GLuint _uniform_planeinf_uPlane
;
74 static void shader_planeinf_uPv(m4x4f m
){
75 glUniformMatrix4fv( _uniform_planeinf_uPv
, 1, GL_FALSE
, (float *)m
);
77 static void shader_planeinf_uMdl(m4x3f m
){
78 glUniformMatrix4x3fv( _uniform_planeinf_uMdl
, 1, GL_FALSE
, (float *)m
);
80 static void shader_planeinf_uCamera(v3f v
){
81 glUniform3fv( _uniform_planeinf_uCamera
, 1, v
);
83 static void shader_planeinf_uPlane(v4f v
){
84 glUniform4fv( _uniform_planeinf_uPlane
, 1, v
);
86 static void shader_planeinf_register(void){
87 vg_shader_register( &_shader_planeinf
);
89 static void shader_planeinf_use(void){ glUseProgram(_shader_planeinf
.id
); }
90 static void shader_planeinf_link(void){
91 _uniform_planeinf_uPv
= glGetUniformLocation( _shader_planeinf
.id
, "uPv" );
92 _uniform_planeinf_uMdl
= glGetUniformLocation( _shader_planeinf
.id
, "uMdl" );
93 _uniform_planeinf_uCamera
= glGetUniformLocation( _shader_planeinf
.id
, "uCamera" );
94 _uniform_planeinf_uPlane
= glGetUniformLocation( _shader_planeinf
.id
, "uPlane" );
96 #endif /* SHADER_planeinf_H */